[Ohrrpgce] Switch/PS4/XBox One

James Paige Bob at hamsterrepublic.com
Sat Oct 5 06:42:38 PDT 2019


So do you think XboxOne is the lowest-hanging fruit in terms of a console
port?

I would be interested in buying us both developer accounts. I think it
would be an extremely good use of my patreon money. I might also be able to
subsidize hardware to test on.

What is a good next step?

(And I haven't forgotten I need to get the 64 bit Android builds working
smoothly again to un-block anyone bwho wants to release a game on Google
play)

---
James


On Sat, Oct 5, 2019, 9:17 AM Ralph Versteegen <teeemcee at gmail.com> wrote:

> Don't get excited, this is just an update to my previous investigation
> into feasibility of ports.
> I just wrote up this:
> https://freebasic.net/forum/viewtopic.php?f=17&t=27890&p=264823#p264823
>
> To summarise: XBox One and Switch ports should be straightforward (no
> technical barriers), PS4 is not currently possible.
>
> I see that my previous investigation was a private email to James/RMZ/Soda
> Piggy.
> Rather that copy it here I'll summarise the part not covered in my post
> above:
> -Ports are time consuming to do even when there are no technical barriers,
> fees or gatekeeping by companies
> -SDKs and all documentation for Switch and PS4 are private, so not only
> can't we start a port the engine until Nintendo/Sony greenlight it, we
> barely even know what it involves or if it's possible. What's more, we
> would also need a physical XB1/Switch/PS4 to test on (maybe even a dev
> unit?).
> -There's only a one-time fee of US$19 to be able to release an unlimited
> number of indie games for the XB1, the SDK is public, and we can mostly
> test it on a Windows 10 PC.
>
> Also, I wrote up the following additional notes, might as well attach them
> here:
>
>
>
> * Nintendo
>
> https://discourse.libsdl.org/t/sdl-for-consoles/22726/9  (Sept 2017)
> "I have a 3DS port that is sort of half-written; Nintendo announced the
> Switch while I was working on it, so I assumed it was a dead platform.
> If you want it, I can send you a copy, but I can’t promise that it’s in
> any useful state. Drop me a line about it at icculus at icculus.org."
> "Nintendo released new 2DS & 3DS XL versions, mid this year, so 3DS is far
> from dead"
>
> * Windows store and XBONE
> To publish on either store, need a dev account. One time fee of
> US$19/NZ$24.
> (there is also a higher fee for companies, but not applicable).
> Can publish any number of apps.
> Same Universal Windows Platform (UWP).
>
> Supports only Windows 10 and Xbox One. Need Win 10 for development.
> XBO has two ways to publish: professional games (ID at XBox), and the
> Creators Program.
> Creators program has "simplied certification". But it does not allow.
> multiplayer or achievements. Does have leaderboards though.
> But there are loads of rules around use of Xbox Live/networking.
> Looks like maybe not allowed to use external leaderboards?
>
> XBox1 and many XBox360 titles work on XBO. Former via emulation?
> XBox360 had an xbox live indie games arcade (XBLIG) but it was shut down
> 2017.
>
> Apps must follow these policies:
> https://docs.microsoft.com/en-us/legal/windows/agreements/store-policies
> (All very benign, except for networking on Xbox)
> "Games that allow cross-player communication or synchronous network play
> on Xbox One devices must use Xbox Live and be approved through the ID at Xbox
> program."
> "Apps that emulate a game system are not allowed on any device family."
> "Your app must not attempt to change or extend the described functionality
> through any form of dynamic inclusion of code that is in violation of Store
> Policies."
>
>
> "I’m using SDL on Xbox One in a UWP-based game. Should have more to report
> on this soon." https://discourse.libsdl.org/t/sdl-for-consoles/22726/9
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